Create/Design your own Armor Ability and post it here. Your Armor Ability must fit into game balance and should fit into the categories of Combat(Hologram), Movement(Sprint) and Defense(Drop Shield). Here is an example: Focus: Reduces cross-hair bloom for 7 seconds. Focus is a Combat Armor Ability. Mechanics: Focus reduces all weapon bloom by 50%. Focus can also be used to increase the lunging range of a single melee attack by 25%. Focus has 7 charges which drains by 1 every second or is depleted instantly with a melee attack. Focus cannot be turned off and recharges 7 seconds after it expires. Counters: Automatic weapons benefit less from Focus due to their constant bloom rise. In ranges below medium, hitting enemies become difficult with the lack of spread and time required to aim from longer distances. Enter melee combat, however, can be rewarding. Now Good Luck creating your own Armor Abilities.
Redirect: For 4 seconds all damage received will be transfered back to the enemy attacking you. Mechanics: Description is self explanatory, whatever damage you recieved has no effect on you but instead affects the enemy attacking you. E.g: if activated and enemy fires his sniper at you he will receive the damage (if its a headshot, he will die and you get the kill). Counters: Your movement is adhered by 50% while being shot at during the duration of the AA.
sounds a little overpowered. specially in situations where a grenade is thrown in a room. id be picking that loadout for sure haha how about: Lasting ammo Focus: lowers ammunition drain during use. lasts for 5 seconds single use. 15 second respawn to re-use. Mechanics: when activated ammuniton drain becomes reduced by 75% per second. this would return a profit of several battle rifle rounds, or a single power weapon round 75% of the time. therefore a simple in game "roll" would occur and the amount of bullets in a rapid fire weapon would be saved would be chosen and in the case of power weapons a single shot would not be used. you would have to ask yourself on missing that final sniper shot. are you feeling lucky, punk?
Boosted Jump: Seems pretty self explanatory; when you use this armor ability, your next jump will take you to 2.5 times the regular jump height. Mechanics: By diverting power to your suit and your muscles, you gain an increased jump height, allowing you bound over distances previously unassailable. Counters: Shield is left at 10% when you use this armor ability, since power is drained from shields to your muscles. Cannot be used with less than full shields. Shield recharge after use is 1.5x as fast. 20 second cool-down.
Mechanic: ability to repair damaged vehicles in the field. Mechanics: Diverts power from shields to recharge vehicle systems. Includes tool kit within the unit. Spartan/Elite consults database while doing repairs. Counters: Shields go down to 10% within the first 3 seconds of repair, movement down to 50%. Player must stay crouched near vehicle and remain within 1m of where repairs began. Spartans cannot repair covenant vehicles; Elites cannot repair UNMC vehicles. Time for repair depends on how damaged the vehicle is. Scorpions and Wraiths without turrets are beyond repair. It must be done twice for any vehicle on fire (one to put out the fire, two to repair the vehicle) I'm not sure this fits into movement, defense, or combat. I guess defense, same as drop shield repairing a players health
it does seem a bit excessive. Movement decreased by 50% doesn't make sense, you become a nice slow moving target, which will only help whoever is using this AA (people will be more likely to shoot at you)
This is the only one of these posted that I actually like. It seems practical and different from the other AAs. My only problem with it is that spartans/elites can't repair enemy vehicles. I could see that for Invasion maybe, but it wouldn't make sense in like BTB if the game is spartans only and you are in a ghost.
mmm true. hadn't thought of that.... it'd have to be in gametype settings or something. I've thought many times "I wish I could repair this flaming warthog...." so when this thread came up it was easy to think of one.
Night Vision: Self-Explanatory. Weapons, Vehicles, Grenades and AA's appear surrounded by white. Enemies and other dangerous things like explosives are surrounded by red(even for Camo users), friendly units are surrounded by yellow and other objects by green.
Focus: EMP blast deactivating nearby electronics. Mechanics: A spherical blast of electromagnetic radiation takes out all sensitive equipment nearby. The range would likely be on par to a fully charged AL, or greater by a factor of 2 or 3. All recovery times would be standard. Counters: Player risks using this ability as their shields are also removed, giving their opponents just as much opportunity to slaughter them with a hail of bullets or line up the perfect head shot. The ability would be reusable only after the shields have completely recharged following use (if the player is being damaged, the time is prolonged until the shield recharges at least once). (Pretty much an instant power drainer that doesn't roll, but with potentially greater range and use)
my first thoughts offense aa: put a berserker ability that increases speed and power from 15-25% but impaires the use of ranged weapons. more suitable for the elites( unless when/if 343 decides to unleash brutes/hunters/any new species) defensive aa: play dead. ability makes the player lifeless and invisible to radar for a limited time. (in order to tell the difference between the dead and the fake, the fake wouldnt loose his weapons, and their chest would move slightly to display breathing) yea i know it would suck to be killed by a player from behind that was using this ability but think of an awesome assissination kill cam if you killed a player that was playing dead. i think it would be interesting, but ill keep thinking
I remember hearing that they were going to make that a perk in World at War,, but they didn't because then people would just go around shooting dead bodies.
Cloak: The player becomes invisible to motion sensors and targeting for 15 charges. Cloak is a Combat armor ability. Mechanics: Cloak causes the player to remain invisible from motion sensors. Players will also cease to highlight the reticule when aimed at and their name will be hidden from enemy sight. Cloak also has the added effect of scrambling enemy lock-on sequences from homing equipment. Cloak has 15 charges which loses 1 every second, 5 for using melee attacks or 3 from scrambling a lock-on. Cloak recharges instantly after 15 seconds of disuse. Counters: Cloak is not active camouflage and will not hide the player's physical model. Cloak is also an extremely difficult armor ability to use, providing neither mobility nor combat advantages.
Berserk: The player's rage takes over, allowing them to deliver fatal physical blows and become more oblivious to their own physical state. Mechanics: *This AA only work without shields. If a player has shields, they are instantly dropped upon execution. *The player is invincible for a moment during an aggression animation (like when Brute or Elite shields drop in campaign) followed by a rise in damage %res to say 300%, melee goes up to 200%, and speed goes up to 120%(I think this is slower than Sprint). *Melee speed goes up. Meaning, the delay between two melees is much shorter. *The player also takes a more hunched-over stance while moving. Standing still causes the meter to deplete faster (calming down). *Using guns becomes much harder, as the reticule shifts around wildly (assume the body is shaking or something). *Radar is distorted during this. The player is so enraged, they can only focus on what's in front of them. Counters: Headshots, Evade, Sprint. Let's also assume their footing isn't as good, so things like concussion rifle blasts make them fly further away.
True Armor Lock: All the Regular Benfits of Armor lock, but it doesn't require you to slam your fist into the ground like an idiot. This way, like in the games, you can lock your armor to survive falls Mechanics: Basically the same as regular armor lock Counters: You cannot immediately come out of it, takes 5 seconds
Death machine Effect: While active you pull out your secondary weapon and use it with your primary weapon Lasts 30 seconds. Recharges in 1 minute Drawbacks: You take 2x damage, Can't be used with power weapons, Automatic weapons deplete the ability 10% faster, Can't throw grenades while in use, Can't scope when used (you can still use the DMR, Magnum and Needle rifle though), Bloom increased by 25%, Extra positives: Can be used while you are a passenger, you will do 10% more damage, You move 5% faster, Melee will do 10% more damage (You hit with both guns!) Is it Overpowered or underpowered?
ranting and rambling I would agree with you that some of these abilities would make halo more CAMPING OF DUTY like but I think they would fit a Halo better. for example in cod radar jam/ claymores/ silencers/ heart beat sensor/ and now surveillance cameras enables ppl to stay in one area and not be seen and even know when someone is coming up to get an easy campers kill. Halo is a straight up team game, 1v1 battles do occur but usually someone comes around the corner with a mop. in cod of duty if i see 2 ppl together its a +2 for me, unlike halo. which i know you know. i am just stating that the game would still play out differently even though the abilities may be similar. i think its all about balance. how about instead of just loading any 4-5 players on a team, the players have options to what role they would play on the team. and the abilities and weapons can be divided amongst those classes. reach somewhat tried this but i dont think it worked to well. (sometimes i get on a team with 4 jet packing 8 year olds) you can have roles such as assult, support, spy, artillery, medic, ect with each group having a specific part of the team work. i think if they were to do that then it would be alot easier to create AAs, because you can just design them around the group. the way they have it now, some of the abilites just dont have a purpose.